Home>Rogue>Explosive Trap
Explosive TrapExplosive Trap
ClassFalconer level 5 skill
DescriptionThrows a trap that explodes when triggered, dealing throwing fire damage. Traps take 0.4 seconds to arm and explode when enemies walk over them or after 30s.

You can have a maximum of 6 active traps at a time.
Cooldown
0s
Mana cost8
Range15
Speed
1.467 per second (if no cooldown)
Use Duration: 1.35s
Use Delay: 0.4s
Speed Multiplier: 1.8
Settle Low Priority Ratio: 70%
Scales With: Attack Speed
Scaling TagsFireThrowingAreaDexterity
Scaling
Per Point of Dexterity:
  • +4% increased Damage
Damage
NameSpark Discharge
Base Damage30 Fire
Critical Chance5%
Critical Multiplier200%
Added Damage Scaling
150%
Is Hit
Yes
TriggerTrap. Cast Delay 0s. Target Type: Enemy
Also triggers when expired.
Stats for Cast
100% Increased Area for Area Skills
Duration30s
Skill Tree Nodes
Name
Max
Points
Stats
Related
Skill
Description
Net0
    Throws a trap that explodes when triggered, dealing throwing fire damage. Traps take 0.4 seconds to arm and explode when enemies walk over them or after 30s. You can have a maximum of 6 active traps at a time.
    Ash Compartment4
    • Damage +5% per point
    • Fire Res Shred Stacks 1 per point
    Explosive Trap deals more damage (multiplicative with other modifiers) and its hits shred enemy fire resistance.
    Hold This1
    • Trap Attaches On Hit
    • Attached Trap Arming Time (seconds) 1
    • Explodes On Enemy Death
    • Attach Cooldown (seconds) 1.5
    Whenever you hit an enemy with any melee attack, you attach an Explosive Trap to that enemy. This effect has a 1.5 second cooldown and attached traps explode after 1 second ignoring arming time or when the enemy it's attached to dies. Enemies cannot have more than 1 trap attached.
    Aspect of the Rabbit1
    • Attached Damage +35%
    • Attached Traps Passed On Hit
    • Trap Damage Per Pass +60%
    Attached traps deal more damage (multiplicative with other modifiers). If the enemy that the Explosive Trap is attached to hits you, it now attaches to you instead (but will still only damage enemies). Hitting an enemy then attaches it back to them without changing the delay before exploding. Additionally, when it explodes, the trap deals 30% more damage for each time it has been passed.
    Arrow Traps1
    • Detonating Arrow On Trap Detonation
    • Detonating Arrow Mana Consumption 125%
    When an Explosive Trap detonates, all other Explosive Traps now also detonate in quick succession and fire Detonating Arrows at the original target trap's location. This effect consumes mana equal to a portion of your Detonating Arrow's mana cost.
    Blasting Device2
    • Bow Damage Per 3 Dex +1 per point
    Detonating Arrows fired this way deal additional bow damage per 3 Dexterity.
    Static Mines1
    • Fire -> Lightning Conversion
    • Fire -> Lightning Res Shred Chance
    Explosive Trap's base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Fire resistance shred chance from all sources is converted to lightning resistance shred. Swaps Explosive Trap's Fire tag for a Lightning tag.
    Lightning Bomb4
    • Shock Chance +25% per point
    • Spark Charge Chance +15% per point
    Explosive Trap's hits have a chance to shock enemies and inflict them with a Spark Charge.
    Trapas1
    • Default And Converted Trap Thrown
    • Damage -30%
    • Less Area -30%
    • Mana Cost +3
    When directly using Explosive Trap, an unconverted Explosive Trap and a trap corresponding to each conversion node you have taken are thrown at the same time. Traps thrown this way are thrown in a small area. Additionally, Explosive Trap deals less damage in a smaller area (both multiplicative with other modifiers) and cost additional mana.
    Coldsnap Mines1
    • Fire -> Cold Conversion
    • Fire -> Cold Res Shred Chance
    Explosive Trap's base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. Fire resistance shred chance from all sources is converted to cold resistance shred. Swaps Explosive Trap's Fire tag for a Cold tag.
    Flash Frozen3
    • Chill Stacks 1 per point
    • Freeze Rate Per Int +1 per point
    Explosive Trap's hits have a chance to chill enemies. Additionally, Explosive Trap has additional freeze rate per Intelligence.
    Freezing Trap1
    • Always Freezes On Hit
    • Cooldown (seconds) 15
    • Remaining Cooldown Recovered On Freeze 10%
    When you directly throw Explosive Trap, its hits always freeze enemies, but it now has a cooldown. Whenever you freeze an enemy with any skill, a portion of Explosive Trap's remaining cooldown is recovered.
    Tinkerer's Design4
    • Trigger Area +10% per point
    • Detonation Area +20% per point
    Explosive Trap is now triggered from farther away and deals damage in a larger area.
    Adaptive Fuse1
    • Instant Detonation On Fast Enemies
    • Hit Damage To Moving Enemies +15%
    Particularly fast enemies (with a movement speed above 6 meters per second) trigger Explosive Traps instantly, even if they haven't armed. Additionally, Explosive Trap's hits deal more damage (multiplicative with other modifiers) to moving enemies.
    Prepared Demolition4
    • Damage Bonus Per Second +15% per point
    • Area Bonus Per Second +15% per point
    • Max Bonus Duration (seconds) 3
    Explosive Trap deals more damage (multiplicative with other modifiers) in a larger area for each second it has existed before detonating up to a maximum.
    Gadgeteer2
    • Damage After Full Arming Time +25% per point
    • Arming Time (seconds) +0.3 per point
    Explosive Trap deals more damage (multiplicative with other modifeirs) if the arming time is not ignored, but it takes longer for it to arm before it can detonate.
    Smoke Traps1
    • Dusk Shroud chance gained per second 30%
    When an Explosive Trap detonates, if it hit at least one enemy, it has a chance to grant you a stack of Dusk Shroud. This chance increases for each second it spends arming.
    Umbral Saboteur1
    • Damage Per Dusk Shroud +1
    Explosive Trap deals additional throwing damage per stack of Dusk Shroud you have.
    Jelkhor's Blueprint4
    • Mana Efficiency +8% per point
    • Throwing Attack Speed +4% per point
    Explosive Trap costs less mana and it has increased throwing attack speed.
    Sky Signal1
    • Elemental Penetration +2%
    • Physical Penetration +2%
    • Buff Duration (seconds) 3
    Whenever one of your Explosive Traps detonate, your Falcon gains physical and elemental penetration for a short duration. This effect can trigger up to a maximum of 15 times within 3 seconds.
    Free Lofting Bird1
    • Falcon Skills Cooldown Recovered 3%
    Whenever one of your Explosive Traps detonate, your Falcon's skills recover a portion of their remaining cooldowns.
    Minefield4
    • Maximum Traps +1 per point
    You can now have more active Explosive Traps.
    Clustered Explosives2
    • Additional Traps Thrown +1 per point
    • Mana Cost +8 per point
    You now throw additional Explosive Traps per use, but Explosive Trap costs more mana.
    Subtle Sabotage2
    • Mana Cost -20% per point
    • Damage -10% per point
    • Area -10% per point
    Explosive Trap costs less mana, but deals less damage (multiplicative with other modifiers) in a smaller area.
    Blast Rain1
    • Traps Rain
    • Throwing -> Bow Damage
    • Throwing -> Bow Attack Speed
    • Requires A Bow
    You now shoot arrows attached with Explosive Traps up into the air that then drop down around the target location. Explosive Trap now scales with your bow damage instead of throwing damage and your bow attack speed instead of throwing attack speed. This requires wielding a bow.
    Impact Trigger1
    • Traps Explode Immediately When Hit
    • Increased Stun Chance 75%
    • Arming Time Is Ignored
    Explosive Traps now instantly detonate when the arrows hit the ground via the Blast Rain node, ignoring the arming time. Additionally, Explosive Trap has a higher chance to stun enemies.
    Trap Sprinkler3
    • Trap Drop Chance +10% per point
    • Trap Drop Distance (meters) 6
    Whenever an Explosive Trap detonates, it has a chance to drop a fresh Explosive Trap at its location as long as there is an enemy within 6 meters.
    Automated Bombardment1
    • Trap Drop Chance +70%
    • Mana Cost +11
    Explosive Trap has an additional chance to drop a fresh Explosive Trap via the Trap Sprinkler node, but Explosive Trap costs more mana. Traps dropped this way cannot drop more additional traps.
    Siege Engineering2
    • Summon Ballista Chance 10% per point
    • Ballista Mana Consumption 50%
    Whenever an Explosive Trap detonates, it now has a chance to create a Ballista for you. This consumes mana equal to a portion of Ballista's mana cost.
    Trapuchet1
    • Traps Throw Traps
    • Trap Throw Distance (meters) 12
    • Trap Drop Distance (meters) 12
    Explosive Traps dropped by the Trap Sprinkler node are now flung at a nearby enemy within 12 meters instead of being dropped. Explosive Traps dropped by the Trap Sprinkler node can now drop Explosive Traps when there's an enemy within 12 meters even if there is not an enemy within 6 meters.
    Instrument of the Alchemist1
    • Traps Throw Acid Flasks
    • Acid Flask Mana Consumption 70%
    When an Explosive Trap drops a trap by the Trap Sprinkler node, it also flings an Acid Flask for you towards the target location. This consumes mana equal to a portion of Acid Flask's mana cost.
    No Man's Land1
    • All Traps Around Target
    • Damage Per Max Trap +4%
    • Mana Cost Per Max Trap +12%
    • Cooldown (seconds) 12
    Whenever you directly throw Explosive Trap, you now throw traps, up to your maximum number of traps, in a wide area around the target location. Explosive Trap deals more damage (multiplicative with other modifiers) per maximum traps, but it now has a cooldown and costs more mana per maximum trap.
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